This one has
come about from a request from a dear viewer. It's a look
into the murky world of the material editor. Now, there
are many elements to the material editor, but this
tutorial looks mainly at the Multi Sub-object
aspect of things. There no object like a Sub-object.... I know this is an area that can cause problems. In good ole 4 it all seemed so much easier, if you wanted to put a material on a selection of faces, then you just selected the faces and put it on... (even I could manage that). But now in Max, it's got slightly more complex. I haven't made up my mind if it is any more flexible now. It now all revolves around a special material that is used only for when you need to apply a texture to a sub-object selection. Now one step at a time... First we need an
object to try this out on......This one will do Modifier Malarkey... Now apply an edit
mesh modifier. Got into face mode and select one side of
the cube. (it will go red). Now down at the bottom of the
roll up is s section called Material ID. Now for the technical bit...... concentrate Bring up the
material editor and where it reads standard, click and
select multi sub-object from the list. This will bring up
a box with 6 slots in it. Now here is the cunning part....which
ever slot you place your material in responds to the same
number in the material id box you set earlier. ie, if you
put a material in the second slot, it will appear on the
faces you have selected to be material id No.2. Each of
the material slots is a complete independent material,
with it's own bit-maps and colours and opacity and
everything. For this quick test we will give it just
different colours. In slot 1 create a red diffuse colour,
in 2 a green and in slot three a blue diffuse colour. The sample material
(the coloured sphere at the top) will be grey with
coloured bands on it.
Set for stun!..... Now for some bit-maps.....reset
your scene and create a new cube as before.
Do
this for the other three sides of the cube. Then apply
one more edit mesh and take it out of sub-object mode. TIP:-When you fill each slot with a unique material, give it a relevant name, this saves time an stops you from getting lost later on. When you've selected
you image click on the I sweated blood for this......
NOTES:- A
couple of things that could help you out...
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